vec3 light_pos;
vec4 diffuse; //ambient, diffuse, specular;

varying vec3 normal;

void main()
{
	light_pos = vec3(0, 100, -150);

	diffuse = vec4(1, 1, 1, 1);
	diffuse.rgb *= dot(normal, normalize(light_pos));
	diffuse.rgb += vec3(0.1, 0.1, 0.1);

	gl_FragColor = diffuse;
}